Rabbity_Thing
Arcane

- Joined
- Jan 6, 2017
- Messages
- 2,181
I don't care. The inventory system has to not irritate. That is all.
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Half the games I play are text based solist-based is superior for an actual RPG, there's not even an argument against it beyond "muh fee fees" and "look at the pretty colors! just like... look at them!!!"
other inventory types are designed for games that aren't rpgs
Based take, king! But why stop at inventory? RPGs shouldn't have any visuals whatsoever! Everything should be text based and resemble a CYO adventure novel. No use of differing fonts, of course! Only Times New Roman allowed, because only simpletons obsessed with pretty colors care if their game looks like a excel spreadsheet!
If your rpg doesn't look like this:
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Well....![]()
What deranged gymnastics is this? It's a list of words with a little icon to the side to denote what type of item it is.You call this monocled lol
who the fuck likes this
only consoletards and deranged weaboos
Behold...WeebOS! (console exclusive)
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meanwhile, the preferred UI of icontards:Behold...WeebOS! (console exclusive)
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One can only assume the thread-starter was being sarcastic in selecting console decline JRPG Final Fantasy VII as his example of a "monocled" list inventory, while selecting prestigious subgenre-definer Dungeon Master as his example of a supposedly inferior icon-based inventory.You call this monocled lolmonocled text list:
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I like rpg tetris in single character rpgs. But I prefer the list or icon variant in games with larger groups. Juggling items between the backpacks of characters of the same group is boring busywork.
There should be some form of personal inventory or extended equipment screen, but for crafting items, potions, scrolls, bolts, arrows, books, etc, a single inventory is better. Checking n-different screens just to find out which of your guys is carrying that one specific item is bothersome. A filter/search function is also good and isn't all that different if it searches all inventories at once.I like rpg tetris in single character rpgs. But I prefer the list or icon variant in games with larger groups. Juggling items between the backpacks of characters of the same group is boring busywork.
I dunno, I often find it conceptually easier to keep clear each member's role in the team if they have separate inventories (although of course it's mandatory that you should be able to easily move stuff between inventories). It depends on the game though, whether that feels right or not.
Having said that though, the best inventory system at the moment, for me, is PF:WOTR's general inventory with the inventory mod. You have useful tabs (weps, armor, accessories, etc.) and automatic stacking from the base game (with easy separability), and you have easy text searchability and a number of useful filters (e.g. "usable without UMD" "all unlearned scrolls", etc.) from the mod.
Inventory is always a balance between functionality for the guy sitting in the chair, with the retention of some kind of immersive level so that it still feels psychologically like you're moving stuff around in backpacks or whatever.
At first, yes. The more magical gear you acquire though, rings especially, the more of a chore it becomes and starting to lose to the damn list system.But also because it's lightning fast to manage, equip/unequip.
I am mostly thinking of Divinity:OS 1 as negative,
I don't see any advantage in using icons.
There isn't one, so every pro-argument for it will boil down to "it just feels better" or "just like... look at the colors! Look at them!"I don't see any advantage in using icons.
At first, yes. The more magical gear you acquire though, rings especially, the more of a chore it becomes and starting to lose to the damn list system.But also because it's lightning fast to manage, equip/unequip.
I don't care. The inventory system has to not irritate. That is all.